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engines/hpl1/engine/sound/Sound.h
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64
engines/hpl1/engine/sound/Sound.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_SOUND_H
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#define HPL_SOUND_H
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#include "hpl1/engine/game/Updateable.h"
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namespace hpl {
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class iLowLevelSound;
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class cResources;
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class cSoundHandler;
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class cMusicHandler;
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class cSound : public iUpdateable {
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public:
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cSound(iLowLevelSound *apLowLevelSound);
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~cSound();
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void Init(cResources *apResources, bool abUseHardware, bool abForceGeneric, bool abUseEnvAudio, int alMaxChannels,
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int alStreamUpdateFreq, bool abUseThreading, bool abUseVoiceManagement,
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int alMaxMonoSourceHint, int alMaxStereoSourceHint,
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int alStreamingBufferSize, int alStreamingBufferCount, bool abEnableLowLevelLog, tString asDeviceName);
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void Update(float afTimeStep);
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iLowLevelSound *GetLowLevel() { return mpLowLevelSound; }
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cSoundHandler *GetSoundHandler() { return mpSoundHandler; }
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cMusicHandler *GetMusicHandler() { return mpMusicHandler; }
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private:
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iLowLevelSound *mpLowLevelSound;
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cResources *mpResources;
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cSoundHandler *mpSoundHandler;
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cMusicHandler *mpMusicHandler;
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};
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} // namespace hpl
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#endif // HPL_SOUND_H
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